Faiths & Avatars
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armed opponent would receive in attacking them under the Weapons in The saving throw vs. the spell is made with no bonuses or penalties if the Defense rule is reduced to a +1 attack and damage bonus. (The Weapons target creature has the same level or Hit Dice as the caster, and at a -1 in Defense rule is found in the Weapons in Non-Lethal Combat subsec- penalty per every level or Hit Die that the caster has in excess of the target, tion of the Attacking Without Killing section of the Combat chapter of or a +1 bonus per every level or Hit Die that the target creature possesses the PHB. Normally, this rule allows an armed character to attack first above the casters level. Blissful beings are not affected by hypnosis or any at- with a +4 on attack and damage rolls when another character makes an tempts (magical or psionic) to control or influence their minds (for ex- unarmed attack against him or her.) ample, charm person spells). Unarmed Combat with The Complete Fighters Handbook, The Complete Priests Handbook, or the PHB and the DMG: In this sys- 4th Level tem of unarmed combat, joydancers begin play as punching/kicking spe- Deadly Dance (Alteration) cialists or wrestling specialists. (They receive a free weapon proficiency Sphere: Combat which must be used to specialize in one of these nonlethal forms of com- Range: Touch bat.) Components: V, S, M Specializing in these combat forms gives joydancers a +2 bonus to at- Duration: 4 rounds tack rolls (including an additional +1 special to their class), a +1 bonus Casting Time: 7 to damage rolls, and a +1 chart bonus with their unarmed attacks. Joy- Area of Effect: One four-limbed, bipedal creature dancers specialized in punching gain one extra attack per round, while Saving Throw: None joydancers specialized in wrestling gain a +2 bonus to their effective This spell affects the caster, another touched four-limbed bipedal creature Strength score for purposes of maintaining or breaking holds. The chart (such as a human), or a touched creature currently using such a form. It bonus allows a character to pick a result on the Punching and Wrestling fades, wasted, if used on another sort of creature or if the recipient being results chart one higher or one lower than the actual attack roll would changes its form to something other than a four-limbed biped. dictate. Recipients of a deadly dance move with fluid grace. They find that re- At 6th, 13th, and 20th levels, joydancers may spend another weapon maining still takes a conscious effort; their bodies want to move. For the du- proficiency to give themselves an additional +1 to attack and damage ration of the deadly dance, the Dexterity of the recipient is increased by 2 rolls, and an additional +1 chart bonus. points and his or her balance is perfect, allowing the recipient to leap about Unarmed Combat with PLAYERS OPTION: Combat & Tactics: In and land with pinpoint precisionfor example, on tiny ledgesand cast this system of unarmed combat, joydancers begin play with extra skill in spells, catch or throw things, or launch attacks in mid-leap. In each round of pummeling/kicking or wrestling. (They receive a free weapon profi- the deadly dance, she or he can choose to attack with a +3 bonus to attack ciency which must be used to become expert in one of these nonlethal rolls or to get double the usual number of attacks with the normal chance of forms of combat.) Whenever possible, they use their feet to pummel if striking their target. they decide to pursue that form of combat, inflicting the extra damage The material components of this spell are a bit of rubber and a scrap of done by kicking, and they may kick creatures the same size category as silk. themselves or smaller (or prone, sitting, or kneeling opponents of any size) and still inflict this extra damage. 5th Level At 1st level, joydancers are considered expert; at 6th level, special-- Candle of Calm (Enchantment/Charm, Evocation) ized; at 13th level, a master; and at 20th level, a grand master. The exact Sphere: Charm, Protection benefits are described in more detail in Chapter Five of PLAYERS OPTION: Range: 10 yards/level Combat & Tactics. Components: V, S, M At 3rd level, joydancers are able to cast bliss (as the 2nd-level priest Duration: 1 round spell) or unseen servant (as the 1st-level wizard spell) once a day. Casting Time: 1 round At 5th level, joydancers are able to cast hold person (as the 2nd-level Area of Effect: 70-foot-radius sphere priest spell) or sleep (as the 1st-level wizard spell) once a day. Saving Throw: Special At 7th level, joydancers are able to cast deadly dance (as the 4th-level This spell creates the illusion of a lit, levitating candlean illusion that priest spell) on themselves or another touched being once a day. They gives off very real, flickering light bright enough to read by without any real gain the ability to cast another deadly dance once every additional four flame or heat being present. The spell affects all beings who are within 70 levels (two at 11th, three at 16th, etc.). feet of the candle at any time during the round of its existence. On the At 10th level, joydancers are able to cast candle of calm (as the 5th-level round the candle burns, a saving throw vs. spell must successfully be made by priest spell) once a day. any affected creature desiring to cast any spell, launch an attack, or even act At 15th level, joydancers are able to generate magical pheromones that to defend themselves in any way beyond movement. (In other words, they mimic the ability of Starellas aphrodisiac (see the Tome of Magic) once a can freely move aside from an attack, but cannot ready a weapon or raise a day. shield without making a successful saving throw). Any attacks by a creature All of the above abilities for priests of Lliira are revoked if the priest uses who does make a successful saving throw are made with a -7 penalty to at- a weapon (other than net or lasso) that inflicts damage on another. This tack rolls. On the following round, creatures affected by the candle of calm penalty exists until the joydancer spends a full day engaged in meditation can act freely, but their attack rolls are at a -6 penalty. On the second round and absolution followed by a big party that lasts all night. after the candle vanishes, attack rolls at a -5 penalty, and on the third Lliiran Spells round, they are at a -4 penalty, and so on until the penalty vanishes on the seventh round after the disappearance of the candle of calm. 2nd Level The radiance of the candle also causes the same happiness effect in crea- Bliss (Enchantment/Charm) tures as the 4th-level wizard spell emotion and banishes any existing natural Sphere: Charm or magical discord, fear, hate, hopelessness, and sadness. Once the candle has Range: 5 yards/level been created, its caster is free to engage in other spellcasting without harm- Components: S ing its magic. Duration: 4 rounds The material components of this spell are an unlit candle of any sort and Casting Time: 5 a piece of clear crystal or glass. Area of Effect: One creature Saving Throw: Neg. This spell causes a single being who fails a saving throw vs. spell to be lost in Loviatar a trance of intense pleasure and happiness, a sensation felt so acutely that (Maiden of Pain, the Willing Whip, the creature fails to notice the rest of the world, approaching danger, or pain. A blissful being wanders aimlessly about, smiling in a dazed fashion and Patroness of Torturers) dropping any items it is holding or wielding. Victims of this spell cannot per- Lesser Power of Gehenna, LE form any deliberate task, attack, or defend themselveseven if wounded PORTFOLIO: Pain, hurt, agony, torment, suffering, torture during their blissful state. A creature affected by a bliss spell is immune to ALIASES: None other bliss spells for one day plus one hour per point of Constitution it has. DOMAIN NAME: Mungoth/Ondtland SUPERIOR: None (formerly Bhaal) spells having material components, and can—if the goddess wishes—be ALLIES: Malar, Bane (now dead), Bhaal (now dead) dragged helplessly toward her at a rate of 10 feet per round. FOES: Ilmater, Eldath, Talona, Lliira The kiss of Loviatar can heal her clergy or others she has a fondness for or SYMBOL: A black nine-stranded whip, the ends bloody and burn like acid, corroding flesh for 2d12 points damage. The use of either barbed, or (in elder days) a chalk-white, slim, female power causes such emotional turmoil in mortal targets that unless they make human left hand, fingertips downward, with three drops a successful saving throw vs. death magic, they are stunned into total help- of blood dripping from each of them lessness the following round and can take no offensive action (nor do they WOR. ALIGN.: LE, NE, CE apply Dexterity bonuses to their Armor Class that round). Loviatar (Loh-VEE-a-tar), one of the Dark Gods, Other Manifestations appears in her religion’s art as a pale maiden dressed in white, pleated armor and carrying a bone-white Loviatar manifests either as a flying black whip that moves as her avatar wand, a whip, or a scourge that she uses as a weapon does and has the same properties as the whips her avatar can create or as a against her foes.